Galaxy Shader
Adaptation of the shader from https://www.shadertoy.com/view/MdXSzS for godot engine
Shader code
shader_type canvas_item;
void fragment() {
vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
vec2 uv = (FRAGCOORD.xy / iResolution.xy) - .5;
float t = TIME * .1 + ((.25 + .05 * sin(TIME * .1))/(length(uv.xy) + .07)) * 2.2;
float si = sin(t);
float co = cos(t);
mat2 ma = mat2(vec2(co, si), vec2(-si, co));
float v1, v2, v3;
v1 = v2 = v3 = 0.0;
float s = 0.0;
for (int i = 0; i < 90; i++)
{
vec3 p = s * vec3(uv, 0.0);
p.xy *= ma;
p += vec3(.22, .3, s - 1.5 - sin(TIME * .13) * .1);
for (int i = 0; i < 8; i++) p = abs(p) / dot(p,p) - 0.659;
v1 += dot(p,p) * .0015 * (1.8 + sin(length(uv.xy * 13.0) + .5 - TIME * .2));
v2 += dot(p,p) * .0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - TIME * .3));
v3 += length(p.xy*10.) * .0003;
s += .035;
}
float len = length(uv);
v1 *= smoothstep(.7, .0, len);
v2 *= smoothstep(.5, .0, len);
v3 *= smoothstep(.9, .0, len);
vec3 col = vec3( v3 * (1.5 + sin(TIME * .2) * .4),
(v1 + v3) * .3,
v2) + smoothstep(0.2, .0, len) * .85 + smoothstep(.0, .6, v3) * .3;
COLOR=vec4(min(pow(abs(col), vec3(1.2)), 1.0), 1.0);
}
you can
vec2 uv = -0.5+UV;
to center on texture (not base on sceen center)